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gl_rasterizer: Use a helper for aligning the buffer.

This commit is contained in:
Markus Wick 2018-08-10 09:30:35 +02:00
parent d7298ec262
commit 6f6bba3ff1
2 changed files with 22 additions and 15 deletions

View File

@ -192,7 +192,7 @@ static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program
return program_code;
}
void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
std::pair<u8*, GLintptr> RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
// Helper function for uploading uniform data
const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
if (has_ARB_direct_state_access) {
@ -290,6 +290,8 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
}
shader_program_manager->UseTrivialGeometryShader();
return {buffer_ptr, buffer_offset};
}
size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
@ -423,6 +425,14 @@ void RasterizerOpenGL::Clear() {
}
}
std::pair<u8*, GLintptr> RasterizerOpenGL::AlignBuffer(u8* buffer_ptr, GLintptr buffer_offset,
size_t alignment) {
// Align the offset, not the mapped pointer
GLintptr offset_aligned =
static_cast<GLintptr>(Common::AlignUp(static_cast<size_t>(buffer_offset), alignment));
return {buffer_ptr + (offset_aligned - buffer_offset), offset_aligned};
}
void RasterizerOpenGL::DrawArrays() {
if (accelerate_draw == AccelDraw::Disabled)
return;
@ -464,13 +474,11 @@ void RasterizerOpenGL::DrawArrays() {
GLintptr buffer_offset;
std::tie(buffer_ptr, buffer_offset, std::ignore) =
stream_buffer.Map(static_cast<GLsizeiptr>(buffer_size), 4);
u8* buffer_ptr_base = buffer_ptr;
u8* offseted_buffer;
std::tie(offseted_buffer, buffer_offset) = SetupVertexArrays(buffer_ptr, buffer_offset);
std::tie(buffer_ptr, buffer_offset) = SetupVertexArrays(buffer_ptr, buffer_offset);
offseted_buffer =
reinterpret_cast<u8*>(Common::AlignUp(reinterpret_cast<size_t>(offseted_buffer), 4));
buffer_offset = Common::AlignUp<size_t>(buffer_offset, 4);
std::tie(buffer_ptr, buffer_offset) = AlignBuffer(buffer_ptr, buffer_offset, 4);
// If indexed mode, copy the index buffer
GLintptr index_buffer_offset = 0;
@ -478,21 +486,18 @@ void RasterizerOpenGL::DrawArrays() {
const auto& memory_manager = Core::System::GetInstance().GPU().memory_manager;
const boost::optional<VAddr> index_data_addr{
memory_manager->GpuToCpuAddress(regs.index_array.StartAddress())};
Memory::ReadBlock(*index_data_addr, offseted_buffer, index_buffer_size);
Memory::ReadBlock(*index_data_addr, buffer_ptr, index_buffer_size);
index_buffer_offset = buffer_offset;
offseted_buffer += index_buffer_size;
buffer_ptr += index_buffer_size;
buffer_offset += index_buffer_size;
}
offseted_buffer =
reinterpret_cast<u8*>(Common::AlignUp(reinterpret_cast<size_t>(offseted_buffer), 4));
buffer_offset = Common::AlignUp<size_t>(buffer_offset, 4);
std::tie(buffer_ptr, buffer_offset) = AlignBuffer(buffer_ptr, buffer_offset, 4);
SetupShaders(offseted_buffer, buffer_offset);
std::tie(buffer_ptr, buffer_offset) = SetupShaders(buffer_ptr, buffer_offset);
// TODO: Don't use buffer_size here, use the updated buffer_offset.
stream_buffer.Unmap(buffer_size);
stream_buffer.Unmap(buffer_ptr - buffer_ptr_base);
shader_program_manager->ApplyTo(state);
state.Apply();

View File

@ -169,7 +169,9 @@ private:
std::array<OGLBuffer, Tegra::Engines::Maxwell3D::Regs::MaxShaderStage> uniform_buffers;
void SetupShaders(u8* buffer_ptr, GLintptr buffer_offset);
std::pair<u8*, GLintptr> SetupShaders(u8* buffer_ptr, GLintptr buffer_offset);
std::pair<u8*, GLintptr> AlignBuffer(u8* buffer_ptr, GLintptr buffer_offset, size_t alignment);
enum class AccelDraw { Disabled, Arrays, Indexed };
AccelDraw accelerate_draw = AccelDraw::Disabled;